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<blockquote data-quote="Rune" data-source="post: 260160" data-attributes="member: 67"><p>Well, that's why I said that it kind of breaks down at higher levels (and in a mass combat game, I would consider whole units at 3rd level to be high level--pretty much elites).</p><p></p><p>However, there are two balancing factors.</p><p></p><p>1: Strength bonuses applied to damage rolls. They don't scale well with the con bonuses, but they do get massive, on crits.</p><p></p><p>2: I suggested a system of teaming up. If I were running a mass combat, I'd do it that way. To restate: If one (or more) unit(s) delays on initiative until another unit moves, both (or all) units attack a single target. Each unit that successfully hits gets to add their average damage die to the damage pool, which is rolled together against the Hit Dice of the defending unit.</p><p></p><p>For example, three units armed with shortswords have an attack of +2 (Str bonus +1, BAB+1) wish to team up and attack a single unit of 3rd level elite barbarians with AC 15, HD 3d12+12 (Con bonus +4).</p><p></p><p>The first two units have a higher initiative than the third, so they delay until the third's initiative (which, fortunately, comes before the barbarrians'). As one, they move in and assault (probably flanking; I'd allow 3-way flanking, personally) and each rolls to hit against AC 15. Assuming that all of them hit (and none of them critted), the combined attacking force rolls 3d6+3, with a result ranging between 6 to 21. The defending barbarians still have the advantage (they're elites, remember), and roll 3d12+12, with results of 15 to 48. If they were regular fighters with a Con bonus +2, they would have had HD 3d10+6, which would result in 9 to 36. Still an advantage, but not that much of one.</p><p></p><p>The only problem here is that if one of the group misses, I don't know how I'd simulate the added dice to defense. It would work out well, here (it's a 3:3 ratio), but what if it was four attackers (with one miss) against a 5 HD group? My initial thought would be to round up in favor of the defender, or in the case of multiple attacker groups, don't add the damage die at all (that would probably work best, come to think of it).</p><p></p><p>Anyway, hope I cleared that up a little. I think I'll give these rules a little bit of playtesting and see how they turn out.</p></blockquote><p></p>
[QUOTE="Rune, post: 260160, member: 67"] Well, that's why I said that it kind of breaks down at higher levels (and in a mass combat game, I would consider whole units at 3rd level to be high level--pretty much elites). However, there are two balancing factors. 1: Strength bonuses applied to damage rolls. They don't scale well with the con bonuses, but they do get massive, on crits. 2: I suggested a system of teaming up. If I were running a mass combat, I'd do it that way. To restate: If one (or more) unit(s) delays on initiative until another unit moves, both (or all) units attack a single target. Each unit that successfully hits gets to add their average damage die to the damage pool, which is rolled together against the Hit Dice of the defending unit. For example, three units armed with shortswords have an attack of +2 (Str bonus +1, BAB+1) wish to team up and attack a single unit of 3rd level elite barbarians with AC 15, HD 3d12+12 (Con bonus +4). The first two units have a higher initiative than the third, so they delay until the third's initiative (which, fortunately, comes before the barbarrians'). As one, they move in and assault (probably flanking; I'd allow 3-way flanking, personally) and each rolls to hit against AC 15. Assuming that all of them hit (and none of them critted), the combined attacking force rolls 3d6+3, with a result ranging between 6 to 21. The defending barbarians still have the advantage (they're elites, remember), and roll 3d12+12, with results of 15 to 48. If they were regular fighters with a Con bonus +2, they would have had HD 3d10+6, which would result in 9 to 36. Still an advantage, but not that much of one. The only problem here is that if one of the group misses, I don't know how I'd simulate the added dice to defense. It would work out well, here (it's a 3:3 ratio), but what if it was four attackers (with one miss) against a 5 HD group? My initial thought would be to round up in favor of the defender, or in the case of multiple attacker groups, don't add the damage die at all (that would probably work best, come to think of it). Anyway, hope I cleared that up a little. I think I'll give these rules a little bit of playtesting and see how they turn out. [/QUOTE]
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